Infantry weapons are riddled with balance problems,, most of them can be fixed by rethinking the weapons as a whole anew because people asked for it, il post my desired/privately tested(most of them)/guesstimated change list of infantry weapons! IGNORE EVERYTHING BELOW, INFANTRY WEAPONS ARE BUGGED TO A WAY THAT BALANCING ANYTHING AS ACCURATE AS RIFLES IS IMPOSSIBLE IMO note: overall i simplified base accuracy and range, for example: pistols have only 2 base accuracy stances, jumping/running and stand/crouch/prone because pistols dont really need more as a close range backup weapon only pistols have falloff, so they can have high damage but lose it pretty fast smg's have 3 accuracy stances, jump/run, stand, duck/prone to complement the run and gun usage rifles have 4 stances, jump/run stand ,duck andprone to complement this as heavy infantry killers and that these weapons have great accuracy and iron sight -Smg's are bullet spam guns with low-ish accuracy, aimed at personal defence -Rifles are more rifley as ever, a bit more cs (only a little) into them -50cal has heavy damage boost and a bit accuracy fine tuning (also iron sight works again) but holds only 5 bullets -HMG has higher damage and more ammo but downed max accuracy (more a spray gun, could need extensive balancing, only gun i did not test on people) all weapons without an allegiance are exact copies for each faction Pistols Standard Pistol note: Built for backup close by, does very good damage but fails hard at any longer ranges damage - 35 min damage - 10 falloff - 500 clip size - 12 cycle time - 0.15 Accuracy Jumping - "0.025" Sprint - "0.025" Standing - "0.010" Ducking - "0.010" Prone - "0.010" Incr per shot - "0.050" decr per sec - "0.025" max inc - "0.300" Kick max - "2/3" Kick min - "0.5/2" Machine pistol (BE) note: Closeby last resort, can dub as a small SMG support weapon damage - 22 min damage - 5 falloff - 400 clip size - 25 cycle time - 0.1 Accuracy Jumping - "0.030" Sprint - "0.030" Standing - "0.012" Ducking - "0.012" Prone - "0.012" Incr per shot - "0.005" decr per sec - "0.025" max inc - "0.300" Kick max - "1/2" Kick min - "0/2" Shotgun pistol (NF) note: Closeby last resort damage - 10 (X 14) min damage - 2 falloff - 350 clip size - 2 cycle time - 0.5 Accuracy Jumping - "0.200" Sprint - "0.050" Standing - "0.050" Ducking - "0.050" Prone - "0.050" Incr per shot - "0.050" decr per sec - "0.025" max inc - "0.300" Kick max - "2/3" Kick min - "1/2" Smgs SMG1 damage - 15 min damage - 15 falloff - n/a clip size - 50 cycle time - 0.05 Accuracy Jumping - "0.100" Sprint - "0.100" Standing - "0.075" Ducking - "0.050" Prone - "0.050" Incr per shot - "0.010" decr per sec - "0.025" max inc - "0.200" Kick max - "1" Kick min - "0.1" SMG2 damage - 15 min damage - 15 falloff - n/a clip size - 32 cycle time - 0.08 Accuracy Jumping - "0.050" Sprint - "0.050" Standing - "0.035" Ducking - "0.025" Prone - "0.025" Incr per shot - "0.010" decr per sec - "0.025" max inc - "0.100" Kick max - "1" Kick min - "0.1" Rifles/shotguns Assault rifle note: Most versitile gun in the game, great for medium ranges damage - 22 min damage - 22 falloff - n/a clip size - 35 cycle time - 0.1 Accuracy Jumping - "0.050" Sprint - "0.050" Standing - "0.01" Ducking - "0.005" Prone - "0.005" Incr per shot - "0.006" decr per sec - "0.050" max inc - "0.070" Kick max - "2/3" Kick min - "0.5/2" Iron sight - "0.75" .50Caliber Heavy rifle (NF) note: Specialised weapon for longer ranges, gives tremendous damage and very good accuracy but has only limited clip size damage - 75 min damage - 75 falloff - n/a clip size - 5 cycle time - 0.20 Accuracy Jumping - "0.050" Sprint - "0.050" Standing - "0.008" Ducking - "0.004" Prone - "0.002" Incr per shot - "0.050" decr per sec - "0.150" max inc - "0.300" Kick max - "2/3" Kick min - "0.5/2" Iron sight - "0.75" Burst carbine (BE) note: Specialised weapon for longer ranges, fires 3 round burst damage - 22 min damage - 22 falloff - n/a clip size - 30 cycle time - 0.05 burst shots - "3" burst cycle - "0.32" Accuracy Jumping - "0.050" Sprint - "0.050" Standing - "0.006" Ducking - "0.004" Prone - "0.003" Incr per shot - "0.003" decr per sec - "0.050" max inc - "0.060" Kick max - "2/3" Kick min - "0.5/2" Iron sight - "0.75" Pump Shotgun note: Closeby support weapon damage - 10 (X 14) min damage - 2 falloff - 350 clip size - 2 cycle time - 0.5 Accuracy Jumping - "0.200" Sprint - "0.030" Standing - "0.030" Ducking - "0.030" Prone - "0.030" Incr per shot - "0.000" decr per sec - "0.025" max inc - "0.000" Kick max - "2/3" Kick min - "1/2" Heavy weapons and equipment Heavy Machine gun note: The wall of lead damage - 22 min damage - 22 falloff - n/a clip size - 350 cycle time - 0.05 Accuracy Stamia penalty - "1.000" Jumping - "0.150" Sprint - "0.150" Standing - "0.100" Ducking - "0.050" Prone - "0.025" Incr per shot - "0.020" decr per sec - "0.050" max inc - "0.200" Kick max - "2/4" Kick min - "1/2" Mortar note: Death from above damage - 120 min damage - 120 falloff - n/a cycle time - 4 Accuracy Jumping - "0.200" Sprint - "0.200" Standing - "0.020" Ducking - "0.005" Prone - "0.005" Incr per shot - "0.005" decr per sec - "0.050" max inc - "0.200" Kick max - "0/1" Kick min - "0/0.5" RPG note: Death from that crouching guy behind the crate damage - 105 min damage - 120 falloff - n/a cycle time - 3 Accuracy Jumping - "0.200" Sprint - "0.200" Standing - "0.020" Ducking - "0.005" Prone - "0.005" Incr per shot - "0.005" decr per sec - "0.050" max inc - "0.200" Kick max - "0/1" Kick min - "0/0.5"
Infantry weapon balance reset tldr: remove all the small balance tweaks that stacked left and right over the years to form an unbalanced yenga tower and start from scratch with giving each weapon a designated fuction and no, "medium distances" isnt a designated function for example, im talking about a deep analysis of all weapons and rebalancing all the weapons as a whole
well. I'd like a test. is it possible for you to set up a server that uses those stats with out us down loading them?
the thing is that the rifle only has 5 bullets per cartridge, and a special way of accuracy regain (basically, 1 shot messes up the accuracy for 1 full second and the total possible loss of accuracy is HUGE, so it will be used as a fire and get back into cover rifle) also a server can be done, but it wont be anything but a test server activated when someone asks also i will make a downloadable zip that contains files you have to paste over the "scripts" folder for it to be installed combined with a backup to past over "scripts" when you want to revert
First every shot is a dead enemy. Second how do you explain the strange lose of accuracy for seconds. Its not visible = not understandable and from all playtests we hade and older versions that had very slow crosshair decrement showed that the average players hates guns that need like 3 seconds to get back to full accuracy.
These are the types of things that we should probably be testing, even if its only to say for certain that it fails. Its a complete idea that would require nothing from the devs other then to add and remove(after testing) from the svn. Lets just test it.
I already made a huge fucking text file of ideas for testing, our first run with the new guns went well, lots of positive feedback. I duno if I wanna start work on them again.
You cant just test scripts, you need to test it constantly over weeks with many games, I guess at least 50 and I think the guy who is in charge for making scripts should be someone that played the game for years and has alot of experience or else the first weeks of testing are nothing else than removing already known problems from those scripts.
I don't mean test and refine in order to get into the game. I mean 1 or 2 tests to see if any of it is good. I wouldn't want something like this in the game, but I'd like to test it to even see if there's any part of it that are good. Rather then going into testing with an attitude of "How can we improve this to get it in game" we should go in with "Is this even worth getting into the game".
i doubt it, its damage potential is pretty low (2 people killable if you dont miss a single round) im currently fine tuning some problems i noticed with the HMG
WEAPON SCRIPTS ARE BUGGED/WRONGLY CODED impossible to implement my ideas, because you have no control over weapon inaccuracy gain on the first bullet (it always adds inaccuracy and then fires the actual bullet, so for example my 50 cal is crap, my carbine is crap, my rifles are crap, my pistols are crap and my smg's are decent) (i did not notice this at first, since the cross-hair moved as it should, but the bullets dont)
Am I the only one, who has no problem with the current weapons? BEcar is a little bit better than NFHR. But NF has better pistol 2 -> balanced. BE and NF SMG2, Heavy MG, Mortar, RPG, Pistol 1, Scout Rifle are the same -> balanced There are little differences between BE and NF SMG1. Really don't know, which one is better. The same between BEAR and NFAR. Also there I see no differences while shooting. And I'm playing rifleman for 1/4 of the time.
id like to point out real pistol rounds loose very little velocity between firing and striking a target.. idk if any realism is intended but yea..